I would like to know what common techniques are used for rendering large models, when using rasterisation within a graphics API, for example OpenGL or Vulkan.
For example if I had a model with >10 million triangles, and it would be too slow to render the whole model, what optimisation steps or techniques could I use?
I am currently aware of:
- Frustum culling
- Occlusion culling
I would not know how to apply frustum culling to a single model. I know it can be used for multiple models:
for( int i=0; i < numObjects; i++ )
{
if( insideFrustrum( objects[i] )
{
addModelToBeRendered( objects[i] );
}
}
- Can frustum culling be applied to a single model/mesh?
- What other techniques besides the two stated can be used when rendering large data-sets?